Tables / Wild Surges / Wild Surge — Conjuration
Wild Surge — Conjuration
Wild Surges · Roll 1d30
Roll 1d30 on a failed Channeling check (odd = negative, even = positive). On a critical failure roll 2d8 (row r → entry 2r−3); on a critical success roll 2d8 (row r → entry 2r−2). Severity is set by the spell's Total Strain.
| 1d30 | Result |
|---|---|
| 1 | Misstep (Negative) Minor (0–4): You teleport 5 ft in a random direction (nearest safe space). |
| 2 | Flicker (Positive) Minor (0–4): You may teleport 10 ft to a space you can see. |
| 3 | Loose Pocket (Negative) Minor (0–4): One small carried item spills to the ground. |
| 4 | Pocket Find (Positive) Minor (0–4): A simple useful item appears in your hand (chalk, string, coin, torch…). |
| 5 | Portal Draft (Negative) Minor (0–4): Non-magical flames within 10 ft go out. |
| 6 | Portal Breeze (Positive) Minor (0–4): 1 Advantage on your next Acrobatics or Athletics check before the end of your next turn. |
| 7 | Wrong Address (Negative) Minor (0–4): The spell's delivery origin shifts 10 ft (GM's direction). |
| 8 | Perfect Placement (Positive) Minor (0–4): You may shift the delivery origin up to 10 ft after choosing delivery. |
| 9 | Ectoplasm Slick (Negative) Minor (0–4): A 10-ft radius around you is slippery for 1 round (1 Disadvantage on footing). |
| 10 | Ectoplasm Hardens (Positive) Minor (0–4): A 5-ft cube of cover (Hardness 6) appears for 3 rounds. |
| 11 | Summon Snag (Negative) Minor (0–4): Conjured cords Restrain you until the end of your next turn unless you spend 1 AP to break free. |
| 12 | Summon Assist (Positive) Minor (0–4): A conjured hand gives +1 on your next check before the end of your next turn. |
| 13 | Spatial Pinch (Negative) Minor (0–4): Take 1d6 force damage. |
| 14 | Spatial Cushion (Positive) Minor (0–4): Gain 1d6 temporary HP until the start of your next turn. |
| 15 | Echo Gate (Negative) Minor (0–4): A random tiny creature appears and panics for 1 round. |
| 16 | Helpful Critter (Positive) Minor (0–4): A tiny conjured creature gives one enemy 1 Disadvantage on its next attack. |
| 17 | Backpack Swap (Negative) Minor (0–4): A held item swaps with another carried item (random). |
| 18 | Quick Draw (Positive) Minor (0–4): Draw or stow one item for free. |
| 19 | Anchor Snap (Negative) Minor (0–4): Your next movement before the end of your next turn is 10 ft shorter. |
| 20 | Skate Step (Positive) Minor (0–4): Your next movement before the end of your next turn is 10 ft longer. |
| 21 | Doorway Hum (Negative) Minor (0–4): You shimmer: 2 Disadvantage on Stealth for 1 round. |
| 22 | Soft Entry (Positive) Minor (0–4): 1 Advantage on Stealth for 1 round. |
| 23 | Conjured Clutter (Negative) Minor (0–4): A 5-ft cube of debris next to you is difficult terrain for 1 round. |
| 24 | Clean Space (Positive) Minor (0–4): Remove non-magical difficult terrain in 10 ft for 1 round. |
| 25 | Mistimed Arrival (Negative) Minor (0–4): Anything your spell created appears at the end of your next turn instead. |
| 26 | Instant Delivery (Positive) Minor (0–4): Anything your spell created gets +2 on its first check or use. |
| 27 | Rift Mark (Negative) Minor (0–4): Divination to find you gains 1 Advantage for 1 hour. |
| 28 | Rift Veil (Positive) Minor (0–4): Divination to find you suffers 1 Disadvantage for 1 hour. |
| 29 | Planar Itch (Negative) Minor (0–4): You become Dazed. |
| 30 | Planar Focus (Positive) Minor (0–4): 1 Advantage on your next Channeling check before the end of your next turn. |